Fade out
 
Name:
Fade out
Player:
Val
Char
Base
Cost
Max
Pts.
15
STR
10
x1
5
20
DEX
10
x3
30
14
CON
10
x2
8
12
BODY
10
x2
4
18
INT
10
x1
8
23
EGO
10
x2
26
10
PRE
10
x1
0
10
COM
10
x1/2
0
3
PD
3
x1
0
3
ED
3
x1
0
5
SPD
3
x10
20
6
REC
6
x2
0
28
END
28
x1/2
0
26
STUN
27
x1
-1
Characteristics Cost:
100
STR Roll: 12-
DEX Roll: 13-
CON Roll: 12-
INT Roll: 13-
EGO Roll: 14-
PER Roll: 13-
Run: 6"
Swim: 2"
Jump: 3"
Disadvantages
+ Base: 150
Hunted: Local Drug Lord; Capabilities: Less Powerful, 5; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 
20 
Hunted: TBA; Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 
10 
Hunted: TBA; Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0 
15 
Secret Identity 
10 
PL: Hunts Drug dealers 
20 
PL: Inferiority Complex 
20 
PL: Protective of Innocents 
Experience
1
Disad Total:
100
Exp Spent +
1
Cost =
251
Pts Skill /
Talent / Perk / Power
END/
Roll
25 
Spatial Awareness (Aura sight) Can't see through living items.
Discriminatory Sense (Spatial Awareness)
Enhanced Perception (Spatial Awareness, +4 to PER) ; Only vs Range mods: -½
Mental Defense (10 pts) ; Add to Total
17 
Elemental Control (25-pt reserve) ; Requires Ego Mastery Skill Roll: -½
a-17 
20" Teleportation (Long Range 20") ; Increased Range: ×1, +0; Long Range: 20"; Long Range (miles): 0.024; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Reduced END: Half, +¼  2
b-17 
Force Field (20 PD/20 ED) ; Reduced END: Half, +¼  2
c-17 
5d6 Ego Attack  5
d-17 
10d6 Telepathy  5
13 
Ego Mastery  19-
KS: Police Procedures  11-
KS: Super Villains  13-
Shadowing  11-
Stealth  13-
Perk: Private eyes Licences
151
: Skills and Powers Cost
100
+ Characteristics Cost
251
= Total Cost
Base OCV: 7 Base DCV: 7
Adjustment + Adjustment +
Final OCV = Final DCV =
Levels:
Combat Maneuvers
Maneuver
Phase
OCV
DCV
Effect
Block
½
--
+0
stops attacks, abort
Brace
0
+2
½
+2 vs. RMod
Disarm
½
-2
0
disarm: STR vs. STR
Dodge
½
--
+3
vs. all attacks, abort
Grab
½
-1
-2
grab, do STR
Haymaker
½
0
-5
4½d6 bef. Pushing
Move By
½
-2
-2
1½d6+v/5
Move Through
½
-v/5
-3
3d6+v/3
Set
1
+1
0
Strike
½
+0
+0
STR or weapon type
Other Attacks
½
+0
+0
Covered
½
-2*
+0
target held at gunpoint
Dive for Cover
½
+0
+0
moves character, abort
Pull a Punch
½
-1/3d6
0
full STUN, ½ BODY
Roll w/Punch
½
-2
-2
½ STUN/BODY, abort
Snap Shot
1
1
-1
duck behind cover
Suppression
1
-2
+0
continuous autofire
Sweep
1
-2
×½
hit mult. targets HTH
Range
0-4
5-8
9-16
17-32
33-64
65-128
RMod
0
-2
-4
-6
-8
-10
DEX: 20, SPD: 5, ECV: 8
Phases: 3, 5, 8, 10, 12
PD/rPD: 23/20   ED/rED: 23/20   MD: 10
END:_____   STUN:_____   BODY:_____
Lift: 200kg
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Raven